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Fray
Oct 22, 2010

This is the German team thread! If you are on the Soviet team, stop reading now! If you’re wondering what this is, see this thread.



June 26, 1944
Near Mogilev, Byelorussian SSR


Briefing
It is the fifth day of Bagration. The Soviet 2nd Belorussian Front, despite heavy losses, has punched a hole through the first defensive line of the German Fourth Army. The Red Army now pushes ahead towards the Dnepr, seeking to cross it and encircle the city of Mogilev, their chief objective in this sector.



You command a primarily infantry force holding a second-line position astride a road just east of the Dnepr. You have been stationed here for several weeks, and so have had the opportunity to prepare significant entrenchments. Your position is centered around a small farming village beside a stream leading to the river.

This morning, a signal from regimental HQ indicated that a Soviet cavalry detachment has penetrated the front lines and is advancing rapidly towards the Dnepr along your road. You have just driven off a small Soviet recon force that was surveying your position from the northeast.

Your task is straightforward: You must hold the village to keep the road closed to the enemy. Expect to face light infantry accompanied by armor.

The Map!
The map is 1200m x 1232m (I mis-state it in the overview video). Map conditions are clear and dry. Light wind from the west.







Here’s the map walkthrough.
https://www.youtube.com/watch?v=A4FmqpdFPvU

German Forces
The core of your forces is a grenadier company backed by some heavy weapons. You have also accumulated stragglers retreating from the front lines; these troops are still battered from heavy fighting and are in poor condition. Finally, you enjoy the support of a veteran Tiger I tank and a set of light antitank guns.

Force Walkthrough: https://www.youtube.com/watch?v=RHuSZI_XO2U





Objectives
Hold the church in the village center (500VP).

Reinforcements
You will receive no reinforcements this match.

Discord: http://discord.gg/q2fddVm
This link should grant you the Axis role.

Save File: https://drive.google.com/open?id=1KwTYY3sr6xIuubBhsfIpP2GWD_LHP3Iq
Password: porsche
This file is unofficial. The Soviets will do their setup first and pass the turn to you.

Fray fucked around with this message at 16:49 on Apr 12, 2019

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Fray
Oct 22, 2010

First orders are due:
Saturday, April 13 11PM GMT
Saturday, April 13 7PM EDT
Sunday, April 14 7AM AWST.


Figure out who your team commander is going to be and let's get this rolling.

Fray fucked around with this message at 16:09 on Apr 10, 2019

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

Okay since nobody else seems interested i'll put my hat in as commander. Can people chime in so we know how many players we have to divvy out commands.

Malick23
Sep 10, 2001
I bought all my friends forum accounts and all I got was this lousy custom title
I'm here. I'm thinking about taking the stragglers or the AT guns. I never played outside one of these lp's so wherever you think is best.

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer
I'm here, I'll take whatever you'd like to assign to me.

Tiger tank

Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




As I was the first to express willingness in the Discord, Fray has appointed me commander. We need to organize fast.

Unless I'm missing somebody, we have the following positions:


Tank - Popete?
AT Guns - Malick23?
Infantry 1 - LazyQ?
Infantry 2 - Not My Real Name
Infantry 3 -
Infantry 4 -
Infantry 5 -

We need decisions from Saros, Bootrom, and Bacarruda, as well as confirmation of Popete, Malick, and LazyQs preferences.

glynnenstein
Feb 18, 2014


I put together a mess of screenshots and videos showing the town and the approaches and fords. I know it can be a little disorienting to tell exactly where the mans-on-the-ground level is looking/located so I tried to mix in an isometric perspective.

Bring any requests for screenshots or overview videos to the discord! I will try to answer all of them, though the Caps start the playoffs tonight and I'll be a bit distracted. I will be available for more of the same tomorrow night so we can get prepped to get started.

Edit: here are some details of the composition of our units

A Grenadier Platoon. We have 3 of these in Company 1

Company 1 also has a Panzerjager team and an HMG platoon basically the same as the one in the weapons company below.

The Straggler Group has two sections like this one, as well as an HMG.

This is our AT Gun Platoon.

One of our two mortar sections.

The Weapons Company HMG platoon.

And this little guy.

All that remains are the actual HQ units I left out and our 30 trench squares, 10 foxhole squares, 10 barbed wire squares, and 8 anti-personnel mine squares.

glynnenstein fucked around with this message at 00:38 on Apr 12, 2019

Malick23
Sep 10, 2001
I bought all my friends forum accounts and all I got was this lousy custom title
Confirmed for AT gun platoon.

LazyQ
Feb 22, 2011

Confirm Grenadier platoon.

Gameplay question, do 'shrecks need setup? Dudes on the move, suddenly a tank appears, how quickly can they squeeze out a shot? No specific plan, just curious about mobility.

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

They will take a bit to orient and fire and if they're moving they probably wont even try. However there's not a setup time like with mortars or HMG.

Anyway I feel like it's important to point out we have proper fortifications like trenches which is a huge deal. However we dont want to put them in obvious places where the enemy may have preplan bombardments and ideally places where our MG's will have long fire ranges. We REALLY don't want to face the soviets in a close quarter infantry battle (sub 150m) as they generally pack more SMG's and also have specialist SMG infantry units which are horrendous to deal with in close quarters.

Enemy force estimates.

I have to predict at least three enemy infantry companies and a tank company (6-8 tanks, T34-85's almost certainly.) The T34 especially are very bad news for us as the 50mm AT gun is basically unable to penetrate them from the front at anything anything other than very close range. Matched up with the Tiger the T34 will struggle to penetrate it at long ranges (800m+) but under that the 85mm gun on the T34 will damage or destroy the Tiger (Its a Tiger 1, not a King tiger so nowhere near as capable). It can take out the T34 at almost any range however.


Here is my boot camp post from previous threads. Our Grenadiers are pretty similar to Panzergrenadiers.

Saros posted:

:siren: If you have not read this do so right now it's crucial to understanding how to command in combat mission.

Combat Mission Boot Camp

The manual is available here. - it has some nice walkthroughs to help you understand whats going on.


Move orders



Most of these are fairly self explanatory - faster movement means less time to be shot at, but tires your men out - slow is the trap here, as it means crawling through the dirt on all fours - great for not being shot, but is actually the most tiring movement mode in the game!

Move orders are done by waypoints, so you can plot a good number of moves in advance if you want - pauses can be issued at any waypoint and go in five second increments and you can also issue target orders at the end of moevments.


Movement types

All sorts of movement reduce your spotting capabilities.

Fast = A flat out sprint - in combat situations you want to be using this to change location, 1-2 minutes will leave your men exhausted which will reduce their combat effectiveness.
Quick = A jog - Good for covering ground across multiple turns but in combat please use fast instead. Using for multiple minutes will exhaust your men especially in snow.
Move = Walking places - Good for moving long distances without tiring but suicide to use in combat. If you tell a squad to 'move' somewhere without specifying a speed Grey will probably use this and if they are shot at they will all die.
Slow = Crawling along the ground. Extremely tiring but good for moving short distances without exposing yourself. If you are being shot at and need to move a little bit to a better spot use this.
Hunt = Move forward while seeking the enemy and stop as soon as you see something. Use for slowing advancing through woods seeking combat and the like. No good for actualy combat as your men will immediately be interrupted by seeing someone.
Assault Noooooooo please don't use this. It basically splits a squad and tries to have your men use a bounding overwatch move up but the AI is uh, not very good at it.

-------------------------------------------------------------

Fire orders.



Target - if you can see an enemy unit this order will tell them to focus fire on that unit.
Target area - The squad will fire at an area specified by you as well as shooting targets of opportunity that present themselves. Be specific with your target you have to set it to a single square. (combat mission maps are divided into 'squares' of terrain.) Best way to give this order is via a top down view with a red or otherwise line from your squad to the area/contact you want to fire on. Can be tacked on the end of a move order.
Target briefly - Same as above except you set a time e.g. 1 minute of fire onto X location.
Hide - This means your men will hit the dirt and not even attempt to fire back or spot. This should only be used for specific situations like last game when we were hiding in buildings from artillery. If used in a firefight it means you will lose because your men will not even try to fire back.

Again, fairly simple, Arc fire is another trap for the newer players, as it actually massively restricts your fire arc and range - it should only be used for ambushes or when you don't want your troops giving away their location by firing at something a kilometer away.

Area fire allows for firing at a location you suspect has a target, but cannot spot.

-------------------------------------------------------------

Special Orders



Smoke - You throw some smoke grenades, good for providing a bit of extra cover.

Deploy - means set up a crew served weapon.

Blast - blow a hole in a wall or side of a building to create an access point.

Mount/Dismount - ride around in Trucks, Halftracks and on the back of tanks.



Unit splitting options. So you don't have to get your entire squad killed!

Split orders

Split = Halves the squad. For most of your squads this will split the unit into a 4 man MG/rifle team and a team with 2-3 rifles and 1-2 SMG/Semiauto. The split happens along the vertical lines between the men in the unit card.
Assault = Splits an assault team i.e. anyone with SMG/Semiauto off - because of the scarcity of them in small Panzergren squads usually a rifleman or two will end up in there as well.
Antitank Team = Splits off your Panzerfaust carrier with a buddy. Good for sneaking up on tanks.
Scout team = Splits off a two man scout team with rifles you can send ahead to scout die.

-------------------------------------------------------------

Understanding screenshots.

A few important points. If you get a screenshot with your unit selected the individual parts in it will be the highlighted in a lighter color on their unit symbols. The interesting quirk here is that if you select a unit it will only show what that specific unit can see in terms of other units.

Reading unit Datacards.

Here is the infantry version.



1 - How tired a unit is, past 'tired' status you can no longer sprint and have reduced combat effectiveness.
2 - Morale. Taking fire and casualties will reduce your morale which reduces combat effectiness and how likely they are to cower under fire. Being near your HQ means you will recover morale faster but some damage is persistent so squads that lose morale will break easier in the future.
3 - Your command structure, red means there is a break in the Command chain as units are too far apart to communicate.
4 - Ammo count for the squad.
5 - The symbols mean you can both see and hear your direct HQ so are under full command. The triangle below them in teh 'pinned' meter - if it is full your squad will not be able to return fire.
6 & 7 - The halves of the squad. Yellow weapon symbol means a minor wound and yellow weapon with 'casualty' scrawled over it menas dead or incapaciated.
8 - HQ command link.
9 - HQ unit, you can see the fellow units in the platoon highlighted in a pale grey while other unit symbols are a darker grey. When you select a unit its other platoon members are highlighted like this.

Special equipment and symbols





Command and Control



By now you have probably begun to wonder just what the HQ units with flag icons are good for. These units contain your leaders. Usually, every section, platoon, company, and battalion possesses a HQ unit. Leaders fulfill two very important functions: they exert a leadership modifier on their subordinate units, and link units to the Command and Control (C2) network.

If you select your platoon leader, you will notice a "+1" next to his name in the unit information panel (1). This means that he exerts a positive leadership bonus on all units under his command. The details of what this bonus entails are intentionally murky, but the gist is that units under his command will perform their jobs better than units under the command of a leader without a bonus. In order for a leader to exert his influence over his subordinate units, he must have command of them. A leader must be within visual signaling or shouting distance of the unit he is seeking to influence. This is usually about 50 meters but will vary dramatically with the terrain; the more dense the terrain, the closer your HQ unit must be to have command of his troops. Note that most armored fighting vehicles use radios to stay in command and don't need to stay within a short distance of each other.

In the lower left corner of the Unit Info Panel you will see what organizational C2 levels the unit is linked to, and whether they are currently connected to them. A green dot means that they are connected, and a red dot means that they are not. If they are connected, then information and leadership bonuses can be shared. How efficiently this sharing happens depends on the type of C2 established. This is very important as units will pass on spotting info as well as pull down leadership bonuses from higher levels as long as they stay linked in the C2 network.

-------------------------------------------------------------

Specialist roles.

Artillery.



Here is an example of an artillery strike. You need to specify several things for an artillery order.
HQ to call it: The HQ you specify to call the mission needs to be able to see the target area.
Target and type: Point target, linear target (a line) or area target (a circle). You need to be able to see
Guns: How many tubes of the battery to fire.
Mission: How fast to fire the guns, range is Harassing - Light - Medium - Heavy - Emergency.
Duration: Fairly self explanatory.
Effect: HE or Smoke are the usual options.

-------------------------------------------------------------

The PanzerGrenadiers (Pioneers are similar but usually don't have as many SMG/Semiauto.)

A Panzergrenadier squad consists of three squads of 8 men plus a HQ unit with four. The squads have the following weapons/roles.
-1 Light machine gunner (MG34 or 42)
-6-7 Men with bolt action rifles, one of these will be the gunners assistant.
-1-2 men with SMG's or Semiauto rifles. The leader always has one.
-Mayyybbe if you are lucky a sharpshooter with a scoped bolt action rifle.
-Usually 1-2 men with have a Panzerfaust 60 or 100 which is a very short ranged single shot anti-tank rocket.

Basically all your firepower is provided by the light machinegun (LMG). It does not need time or specific orders to deploy like the heavier machineguns but there is a small innate setup time after a move (5-10 seconds afaik).

Using German Panzergrenadier squads effectively.

Compared to an american squad you are outnumbered and on an individual level outgunned by their Semi-auto Garand's against your bolt action rifles. However US squads do not have a decent LMG only BAR rifles. Essentially your squad exists to support and be ablative armor for your light machinegun (LMG.) Getting in close range firefights with American riflemen is a losing proposition but even there you can leverage your amazing LMG to suppress them via target area orders to keep their heads down.


Suppression

The key to winning an infantry vs infantry fight is suppression and morale. There is a little pyramid on squads unit cards that indicates how suppressed they are - generally this is how much lead is flying around near them and taking less fire causes it to go down while other things like casualties and wounds also influence this. Once it hits a crucial level they will basically stop firing back (become pinned) or doing anything at all except trying to hide and if this is maintained they will break and run which usually results in them getting mown down. having a bad time is cumulative across the battle so units who get pinned once are easier to pin in the future as their morale erodes.

The key thing is you don't need to have a specific target to generate suppression on men. Once you have a good idea where they are you can simply pour fire onto the probable contact and this will generate a lot of suppression - something German LMG means you are much better at than US squads. Once the enemy is keeping their heads down you can send the non-MG part of your split squad closer to get a better spotting and finish off the suppressed troops with grenades or just shooting them at point blank. Pouring fire on also results in things like wounds and casualties from ricochets (CM has a delightful ballistics model) which will further impede the enemy effectiveness.

Basically to win infantry vs infantry you need to put more fire on the enemy - even if some of it is not hugely accurate - than they are putting on you.


Using Heavy weapons (HMG and Mortar)

The main difference between heavy weapon (HW) squads and normal squads is they tend to be smaller (3-5 men) and obviously carry a heavy weapon. The main trick with HW's is that they need to be specifically ordered to deploy after moving or they will not be set up and will not fire (its usually best to give them a facing too. Some specific heavy machine-guns can be 'semi deployed' and will fire less effectively but generally you want to deploy them which can take 30-60 seconds and while doing it the squad is very vulnerable.

Heavy machine-guns are incredible weapons once set up properly. The bigger HMG generate more suppression than your squad base LMG and also are much more deadly due to higher rate of sustainable fire, bigger rounds and much more dangerous riccochets and penetration ability. HMG can usually tear up anything up to an armored car in toughness which includes things like halftracks and non-stone buildings will have their rounds easily go right through the walls.

Mortars are a bit more tricky, they also have to be set up but as we saw last game are very effective in the direct fire role.


Defending a town

There are a few things to remember when setting up defensive positions in towns. The first is that you have to be very very precise with your placement orders. Every squad needs FACE orders and to specify which floor of buildings to occupy. Those with HMG need to be specified to be deployed and if you are placing them in buildings I highly recommend splitting squads across floors or even adjacent buildings unless it is a large building as only one guy can shoot out each window most of the time.

You can also have foxholes and the like positioned back from buildings to create keyhole fire zones with buildings shielding your flanks like the allies used to great effect in the suburb in the second game.


-------------------------------------------------------------

German Infantry Weapons

Exact weapon loadouts per squad are somewhat randomised by the game.


Your standard bolt action rifle, pretty mediocre really compared to the Garand due to slow rate of fire. 6ish of these per squad.


Rifle grenades attached to a bolt action rifle, short range but can be effective against infantry and maybe very lightly armored vehicles. US open top tank destroyers (M10, M18, M36) are also vulnerable.


Basic SMG firing small caliber bullets really fast and not super accurately. 1-2 per squad with the squad leader usually having one.


Babbys first AK-47. Probably the best small arm of the war but usually only found on specialist troops or occasionally replacing a MP40.


Squad LMG's. Covered pretty extensively above. 1 per squad but some rare lucky squads get 2.


The weapon of your HMG squads. Pretty great overall.

German Antitank weapons

Panzerfaust
The Panzerfaust (literally "armor fist" or "tank fist") was an inexpensive, recoilless German anti-tank weapon. Basically a short range single shot bazooka. It consisted of a small, disposable preloaded launch tube firing a High Explosive Anti-Tank (HEAT) warhead, operated by a single soldier. The projectile traveled at just 30 meters per second and could penetrate 140 mm of armor.





A German bazooka capable of breaking pretty much any allied tank. Generally only found in specialist AT squads.

Saros fucked around with this message at 10:32 on Apr 12, 2019

Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




Initial Operations Plan


Roster:


Tank - bootrom
AT Guns - Malick23
Grenadier Platoon 1 - LazyQ
Grenadier Platoon 2 - not my real name
Grenadier Platoon 3 - Bacarruda
Detatched Heavy Weapons - Bacarruda or Popete
Stragglers - Saros



The enemy is almost certain to possess significant advantages in mobility, artillery support, and armor. In light of these advantages, combined with the fact that the direct approach to the town from the east forms a natural chokepoint, it is likely that the enemy will be attacking from the north, where we lack preexisting buildings for fortification. Successfully crossing the river in the north will allow the enemy to bring the entire town under direct fire, enabling them to launch a mass assault across the river on a huge front, overwhelming any defenses we might throw up.

For this reason, we will be committing the bulk of our forces to a layered defense north of the town. Units will withdraw on a careful schedule in good order, allowing a steady shortening of our lines and concentration of forces even as we inflict casualties on the enemy. Lesser forces will be committed to guarding the eastern and southern approach.

Grenadier Platoon 1

You will establish a position on the center of line BLUEBELL, ready to provide covering fire for the withdrawal of platoon 2 and 3 from line LILY. You are also our primary reserve against unexpected enemy action, so be ready to move south as needed.

Grenadier Platoon 2

Your position is on the southern half of line LILY, covering the ford in the center of the map. On command, you will withdraw to the eastern part of line IRIS to cover the withdrawal of 1st Platoon.

Grenadier Platoon 3

Your position is the central portion of LILY, covering the northern ford. Your first withdrawal destination will be the western part of IRIS to cover the withdrawal of 1st Platoon.


Tiger Tank

You are our trump card in this battle. It is absolutely critical that the enemy doesn't find out you exist until we absolutely have to reveal you. However, we still need you in a useful position, which is why you will deploy somewhere in the blue circle. That is fairly well hidden from enemy observation, but will allow you to support IRIS or move south to cover the eastern approach.

Detached Heavy Weapons

You will deploy in the yellow circle as a reserve. If the enemy appears to be attacking from the east or south, you will position to bring fire on that direction until Platoon 1 is able to reposition and block the attack.

Straggler Group

You will deploy in two seperated sections. 1st section will take an observation point on the central hill, marked with a red circle. This is a commanding overlook position, and having an observation point will be absolutely critical to success in this battle. We must have every scrap of information on enemy movements that we can.

2nd section will deploy in the southern red circle. They will reinforce Heavy Weapons in the event of a southern or eastern attack.

AT Guns

Deploy 1 gun somewhere on line LILAC, one between IRIS and BLUEBELL, and one on the hill near 1st Stragglers. This will allow us to bring converging fire on any armor advance in the north, as well as potentially firing on vehicles in the town or on enemy vehicles moving in the field. Unless armor is actively engaging our units, priority is given to infantry carrier vehicles or tanks with riders.

Mines will be placed at bith fords along LILY, wire along IRIS, and foxholes along LILAC. Mines will also be placed at the eastern approach.


Any questions or concerns are to be brought up immediately.

Gnoman fucked around with this message at 12:07 on Apr 13, 2019

glynnenstein
Feb 18, 2014


I'll post some perspectives from the lines here.

More to come....

Lily Positions, looking East.

Bluebell Positions.

Iris Positions.

Lilac Positions.

Approximate Blue Circle position. And a perspective with some LOS info. The game can see through the trees a little more than a human player could.

Straggler red circle positions.

Yellow Circle positions and vicinity.

Objective and vicinity.

glynnenstein fucked around with this message at 00:54 on Apr 13, 2019

LazyQ
Feb 22, 2011

1st Platoon - LazyQ

Typo in 3rd Platoon orders? I assume their first position is on LILY rather than IRIS.

My first instinct is to deploy in the NE part of Iris Woods, but that effectively puts me in IRIS rather than BLUEBELL. Do you want me to take position in the open between Round Forest and Iris Woods? If so, I assume I get some trench/foxholes.

Where do I withdraw? To IRIS or directly to LILAC?

Is there a more detailed Plan B for aggressive soviet thrust in the south or do we just fire brigade it?

Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




I want you far enough forward togive support fire to 2nd and 3rd platoon as they withdraw. IRIS and BLUEBELL are close enough together there that you can deploy further back if it works better. You will be withdrawing to LILAC.

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

We need to know foxhole and trench placement to get a decent idea of how to deploy. Have I missed it or the distribution of defenses somewhere? Ive only seen minefields and barbed wire.

Bacarruda
Mar 30, 2011

Mutiny!?! More like "reinterpreted orders"

Gnoman posted:


Grenadier Platoon 3

Your position is the central portion of LILY, covering the northern ford. Your first withdrawal destination will be the western part of IRIS to cover the withdrawal of 1st Platoon.

Detached Heavy Weapons

You will deploy in the yellow circle as a reserve. If the enemy appears to be attacking from the east or south, you will position to bring fire on that direction until Platoon 1 is able to reposition and block the attack.


Achtung! Die Scheißkopf im dritten Zug, die überbezahlten, übersexten Maschinengewehrschützen und die gefälschten Artilleristen, werde das tun...



SPLIT each Panzergrenadier Section into two teams. 2nd Team is to HIDE. AT Teams are to HIDE.

Do NOT DEPLOY any of the heavy weapons.

Der Chef muss dies genehmigen. Orders are not finalized until Gnoman approves.

Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




Saros posted:

We need to know foxhole and trench placement to get a decent idea of how to deploy. Have I missed it or the distribution of defenses somewhere? Ive only seen minefields and barbed wire.

Foxholes (and trenches, which I forgot we had) are to be placed at Lilac, although you can have some for the eastern position if you want them. Placement at earlier lines is not out of the question, but I don't see a lot of point fortifying ground we have no intention of holding.

Specific positioning is flexible, and I was expecting our infantry commanders to give suggestions.

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

The trenches are a huge deal imo much more so than anything else, find the ridges and put them on the edge with MG's and At guns and we can sweep the open ground in between the forests.

Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




Indeed. Now that I remembe r they exist, I want one blocking the east approach, and one at the southern one.

Perhaps one on the hill, with the rest arould Lilac and Ir is at the infantry commanders ' discretion.

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

Straggler orders



Section 1
Deploy around the Hill in the center. The HQ and the bulk of the squads are to be places in the SE side of the forest with max dispersion (DZ1). Three scout teams as to be split and placed as shown with 100m, 180degree target arcs pointing NE. HMG team also deploys in DZ1.

Section 2
Deploy as shown in the South-east. S marks scout squads and the first two squads I want deployed on the reverse slope behind the big dense forest bit. the other two go in the forest patch to the far SE. Scouts get 100m 180degree target arcs facing NE. HQ and LMG at the back as shown.

Entrenchments
Place a trench and 2-3 foxholes as shwon in positions that they can see the ford or due east.

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer
Deploy the tiger tank at the blue arrow here.



Is it possible to set it's engagement to armour only without an arc?

Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




We still need orders from Platoon 1, Platoon 2, and the AT guns.

Fray
Oct 22, 2010

Popete posted:

Deploy the tiger tank at the blue arrow here.



Is it possible to set it's engagement to armour only without an arc?

No, but you can set a 360-degree target armor arc that covers the map.

LazyQ
Feb 22, 2011

1st Platoon



Image is just a guide, everyone in the treeline but should see out.1st squad faces northeast, rest east.

Malick23
Sep 10, 2001
I bought all my friends forum accounts and all I got was this lousy custom title
I'm very sick right now. Hopefully I'll be functional tomorrow. Asking for an extension.

Frances Nurples
May 11, 2008

2nd Platoon



Squads 1 + 2 dig in at the assigned positions. If no trenches are available, fox me some holes for them please. Squad 1 should be facing roughly east across the river with a view of the road and the ford and Squad 2 should be facing east-southeast covering the ford and the field south of the road. Place one panzershreck team each with Squad 1 and Squad 2. Both squads should deploy their LMG. 3rd Squad should HIDE in the edge of the treeline on the northwest side of the woods, spread out as much as is reasonable.

Fray
Oct 22, 2010

Malick23 posted:

I'm very sick right now. Hopefully I'll be functional tomorrow. Asking for an extension.

I’m afraid I’m going to keep us on schedule, since all other orders are in and Abong is waking up early to do input for us. I do hope you feel better soon though!

Gnoman, you may place a provisional order.

Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




AT (due to the absence of the AT commander) and miscellaneous orders:



The AT Guns will be placed as follows (blue arrows):

1 on top of the hill with the stragglers, facing east
1 in the northern forest facing southeast
1 on the Lilac line, facing northeast.


Trenches are to be placed at the red lines (remaining trenches permitting)

Remaining foxholes are to be placed along the orange lines


Mines are to be placed at the orange dots.

glynnenstein
Feb 18, 2014


It begins!

:godwinning:



I'll probably get videos up tomorrow. Not sure how I am going to format them exactly; it might be broken out into several because I'm... uh, shooting from the hip. I'll check in again once the turns are run.

glynnenstein
Feb 18, 2014


That didn't take long. Here is a raw clip of the action, and some screenshots. It might be sufficient for everyone, but I will expand on it tomorrow and make a detailed video with narration if needed. I just wanted to get this up asap.

https://www.youtube.com/watch?v=_yb8nisUTco

Who of ours is shooting.
https://www.youtube.com/watch?v=fwgnqrArKik


All the enemy action that we could see is in this one corner. Lets look at that first.

The southernmost visible grouping:

Mans


Lots of SMGs


There are a couple visible HMGs



The northernmost visible grouping:

Mans


Similar composition


An HQ visible spotting.



And in the middle

Not Mans.


And his two small sons.



On to our guys:

First, some assorted HQ units, the second weapons MG section, and the barbed wire weren't ordered anywhere so I made it up.

HQs spread around town, mostly.


Northern Ford with barbed wire.


Northeast Ford with barbed wire.


Extra HMG section.



Second, we have two Grenadier platoons (2 and 3) that deployed to the exact same spot. It's a bit crowded.

Overview:

The northern AT got foxholes.


Because the northern AT gun is very lonely.


First Platoon. The middlest forward unit can see some of the northern Russians.


Second Platoon, with trenches.


Third Platoon North


Third Platoon South


Stragglers North


Stragglers South. The Straggler Group HQ (company-ish) is down here too.


Mortars.


Defenses of the northern approach.

Fray
Oct 22, 2010

The Soviets asked me for input on how to write good orders for their inputter. Here are my thoughts on it.

Fray posted:

I discussed order-writing some in the OP of the main thread. I recommend talking in terms of intentions and goals rather than explicit in-game commands cause then your inputter has flexibility. That doesn’t necessarily mean a list of specific if-then conditionals. Just try to get across the idea of what you have in mind. I’m not super picky about this; the purpose of the inputters is to make things easier on the players, and if that’s happening then I’m happy.

Just remember that you can write your orders however you want, but the inputter is ultimately bound to the will of the players, and your orders are how you express your will. If you express it by just drawing movement lines on a map as in Grey’s matches, then expect your inputter to execute it like Grey would.

And if you want to set some standing orders for your dudes that will apply every round, that’s totally fine. Anything you want to post in the thread as official orders is fair game.

Fray
Oct 22, 2010

Orders are due:
Monday, April 15 at 8PM EDT
Tuesday, April 16 at midnight (0:00) GMT
Tuesday, April 16 at 8AM AWST

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

So 2 and 3 Platoon are gonna get mulched by those tanks in all likelihood. They dont have any long range AT assets and the AT guns are all deployed in random spots that cant support them.

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer
idk why I deployed the way I did, but have the Tiger tank sandwich itself between the two houses it's next to, facing north east. That way it should be able to deploy either direction as needed.

glynnenstein
Feb 18, 2014


Popete posted:

idk why I deployed the way I did, but have the Tiger tank sandwich itself between the two houses it's next to, facing north east. That way it should be able to deploy either direction as needed.

The tiger has this one insane tiny look through the trees right near where the soviet tanks are (actually the tanks are the next opening north. sighhhhh). It would be sure to hit trees on the way, but what a hilarious CM bullshit thing it would be if our tiger took out a russian tank like that.



(The map looks tinted because of the full-map TARGET ARMOR arc I gave it per your comment about it.)

Bacarruda
Mar 30, 2011

Mutiny!?! More like "reinterpreted orders"
3 Zug Orders



QUICK AT Team #1, 1st Squad, 2nd Squad, and HQ Team along the yellow line. MOVE along the blue line.



MOVE 3rd Squad into the trenches.



MOVE Mortars 1 and 2 to the marked location.

DEPLOY Mortars 3 and 4 (the northern ones) at their current location

glynnenstein
Feb 18, 2014


Bacarruda posted:

3 Zug Orders



QUICK AT Team #1, 1st Squad, 2nd Squad, and HQ Team along the yellow line. MOVE along the blue line.



MOVE 3rd Squad into the trenches.



MOVE Mortars 1 and 2 to the marked location.

DEPLOY Mortars 3 and 4 (the northern ones) at their current location

Do you want 1 and 2 deployed when they arrive at their new locations?

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

Sigh, the forums ate my proper orders post somehow.

Stragglers:


Disperse along the reverse slope, LMG to the foxholes and get a target order on any soviets it can see. Is the HMG here? If so send it up to a foxhole or trench spot thats open and get it firing on sov positions.

If a firefight starts between the knoll and the Soviets bring up squads to fill any gaps in the line and engage the enemy and remove the scouts target arcs.

Basically they're supposed to hide unless a real firefight starts.


LMG and HMG to the trenches. The rest disperse along the front as shown.

Saros fucked around with this message at 21:21 on Apr 15, 2019

LazyQ
Feb 22, 2011

1st Platoon



QUICK through the depression between forests and into position facing the ford. Exact position up to inputter; I want to cover the ford and other side of the river. Rifles forward, HQ and AT slightly back.

LazyQ fucked around with this message at 17:58 on Apr 15, 2019

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Malick23
Sep 10, 2001
I bought all my friends forum accounts and all I got was this lousy custom title
AT Guns

Hill Gun: Quick north. Attempt to access fox holes and target the T-34 in that order. I'm sure you can find a better place to do this that I can. If we win against that T-34 I don't want the Soviet infantry to rip the crew apart. We're going to need these guns if more tanks show up.

All other guns Hide I don't want to take a pot shot at a scout and loose cover.

BTW food poisoning sucks. Don't eat whelk, especially before a 12 hour plane ride.

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